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character:lidica:class [2023/06/06 12:02] – [Level 6 Class] Cindercharacter:lidica:class [2023/12/22 12:15] (current) – [Warlock Introduction] Cinder
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-=====Lidica Kise The Hyme Singer=====+=====LidicaThe Hyme Singer=====
  
 [[character:lidica|{{:wiki:media:back.png?65|}}]] [[character:lidica|{{:wiki:media:back.png?65|}}]]
  
-//This is not honored Illrigger, it combines a few of the subclass abilities together replacing some generic abilites with more inspired ones// 
  
-//I would like to alter both falvour and abilities to fit Kise's lore better, The demon that illriggers normally pledge to can be the Rot Old god that's currently afflicting Kise. // 
  
 ====Bard Introduction==== ====Bard Introduction====
-Lore introduction. \\+//Music and Magic came naturally to Lidica, Surrounded by it since birth there was a scare amount of normality throughout Lidica's childhoodAs all her sisters before her, Lidica's mother taught her how to manipulate a few instruments. Lidica picked it up quickly and overtook mother in terms of raw talent. Learning on her own from then on.// \\
  
-Hit Dice: 1d8 per bard level +  ***Hit Dice:** 1d8 per bard level 
-Hit Points at 1st Level: 8 + your Constitution modifier +  ***Hit Points at 1st Level:** 8 + your Constitution modifier 
-Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st+  ***Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st
  
 **Proficiencies** **Proficiencies**
-  *Armor: Light armor +  ***Armor:** Light armor 
-  *Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords +  ***Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords 
-  *Tools: Three musical instruments of your choice +  ***Tools:** Three musical instruments of your choice 
-  *Saving Throws: Dexterity, Charisma +  ***Saving Throws:** Dexterity, Charisma 
-  *Skills: Choose any three+  ***Skills:** Choose any three
  
 **Equipment** \\ **Equipment** \\
-You start with the following equipment, in addition to the equipment granted by your background: 
-  *(a) a rapier, (b) a longsword, or (c) any simple weapon 
-  *(a) a diplomat's pack or (b) an entertainer's pack 
-  *(a) a lute or (b) any other musical instrument 
-  *Leather armor and a dagger 
  
-====Level 1 Class====+  *Half-Plate Armour (Altered to fit Centaur), 750G 
 +  *Halberd, 20G 
 +  *Long Bow, 50G 
 +  *Backpack, 2G 
 +  *Bedroll, 1G 
 +  *Map Case, 1G 
 +  *Traveler's Clothes, 2G 
 +  *Horseshoes, 5S 
 +  *Coin Pouch, 5S 
 +  *Component Pouch, 
 +  *Quiver, 1G 
 +  *Torch x10, 10C 
 +  *Rations x10, 50S 
 +  *WaterSkin, 2S 
 +  *Cartographer's Tools, 15G 
 +  *Navigator's Tools, 25G 
 + 
 +==== 1st Level Glamour Bard ==== 
 +----
  
-**Bardic Inspiration** \\+**Bardic Inspiration** ++ [1] | //Source: Player's Handbook// ++ \\
 You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
  
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 Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
  
-====Level 2 Class====+==== 2nd Level Glamour Bard ==== 
 +----
  
-**Jack of All Trades** \\+**Jack of All Trades** ++ [1] | //Source: Player's Handbook// ++ \\
 Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
  
-**Song of Rest** \\+**Song of Rest** ++ [1] | //Source: Player's Handbook// ++ \\
 Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
  
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 At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
  
-====Level 3 Class====+==== 3rd Level Glamour Bard ==== 
 +----
  
-**Expertise** \\+**Expertise** ++ [1] | //Source: Player's Handbook// ++ \\
 At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
  
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 Once you use this feature, you can’t use it again until you finish a short or long rest. Once you use this feature, you can’t use it again until you finish a short or long rest.
-====Level 4 Class==== 
-**Feat: Skill Expert** // 
-Source: Tasha's Cauldron of Everything // 
  
 +==== 4th Level Glamour Bard ====
 +----
 +**Feat: Skill Expert** ++ [3] | //Source: Tasha's Cauldron of Everything// ++  \\
 You have honed your proficiency with particular skills, granting you the following benefits: You have honed your proficiency with particular skills, granting you the following benefits:
   *Increase one ability score of your choice by 1, to a maximum of 20.   *Increase one ability score of your choice by 1, to a maximum of 20.
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   *Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.   *Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
  
-====Level 5 Class====+==== 5th Level Glamour Bard ==== 
 +----
  
 **Font of Inspiration** \\ **Font of Inspiration** \\
 Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
  
-====Level 6 Class====+==== 6th Level Glamour Bard ==== 
 +----
  
 **Counter-charm** \\ **Counter-charm** \\
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 Once you use this feature, you can’t use it again until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.
-===== Illrigger Introduction ===== 
  
-====Level 1 Class====+===== Warlock Introduction ===== 
 +----
  
-**Forked Tongue** \\ +//Lidica was the price to free her Mother of an ancient duty to the nation of OxtradThe price paid to the Genie PatronA new loyal vassal for them to act through. Unlike most other Patrons the Genie did not wish for complete obedience or loyalty merely to create and 'collect' new member of the family\\ 
-You have a facility with speech and know how to manipulate an audienceWhenever you make an ability check to persuade, deceive, or intimidate, you can treat d20 roll of 7 or lower as an 8. Additionally you learn the Infernal language.+
  
-**Infernal Conduit** \\ +Told from young age that she held high power// 
-There is pool of infernal power within you that replenishes after you take a long rest. This pool is represented by dice, starting with 1d10 at 1st level. Your pool gains dice as shown on the Illrigger table. With these dice you can transfer hit points between your illrigger and other targets, healing allies at the expense of your own health or draining the life force of enemies to rejuvenate your own vitality.+====Level 1 Class====
  
-  *As an actionchoose number of dice from your remaining pool and touch another creatureIf they are unwilling, this is a melee spell attack with which you are proficientusing Charisma as your spell- casting abilityIf you missnothing happens—you do not roll or lose dice from your poolIf you hit, +**Genie's Vessel** \\ 
-or if you’re targeting a willing creatureroll the chosen dice. +Also at 1st levelyour patron gifts you magical vessel that grants you a measure of the genie's powerThe vessel is a Tiny objectand you can use it as a spellcasting focus for your warlock spellsYou decide what the object isor you can determine what it is randomly by rolling on the Genie's Vessel table\\ 
-  *The result of your roll is the number of hit points you transferIf you’re touching an allythey gain that many hit pointsignoring any hit points in excess of their maximum. You lose hit points equal to the number of hit points they gained. +While you are touching the vesselyou can use it in the following ways: 
-  *If your sacrifice reduces you to 0 hit points, you fall unconscious. +  ***Bottled Respite:** As an action, you can magically vanish and enter your vessel, which remains in the space you leftThe interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder20 feet highand resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leaveif you die, or if the vessel is destroyedWhen you exit the vesselyou appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former spaceOnce you enter the vessel, you can't enter again until you finish a long rest
-If you’re touching an enemythey take necrotic damage equal to your roll, and you gain that many hit pointsIf you would gain hit points in excess of your maximum, you gain that number of temporary hit points instead+  ***Genie's Wrath:** Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonusThe type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid)
-  *Beginning at 11th level, in addition to draining the life force of an enemy, you can also inflict one level of exhaustion on themThey may recover this exhaustion normallyThis ability does not work +The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. 
-if the target already has three or more levels of exhaustionor if you have no dice left in your pool, and you cannot choose to inflict exhaustion instead of draining life.+ 
 +If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
  
 ====Level 2 Class==== ====Level 2 Class====
  
-**Fighting Style** \\ 
-At 2nd level, you choose an illrigger fighting style: 
-  ***Treachery** \\ When you attack an enemy who has none of your allies adjacent to it, you gain a +3 bonus to damage rolls. 
  
 +**Eldritch Invocations** ++ [1] | //Source: Player's Handbook// ++ \\ 
 +In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. \\
 +At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
  
-====Level 3 Class====+Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. \\ 
 +//A level prerequisite in an invocation refers to warlock level, not character level.//
  
-**Baleful Interdict** \\ +**Invocation: Aspect of the Moon** ++[2] | //Xanatha's Guide to Everything// ++ \\ 
-When you reach 2nd level, you learn to use the power of Hell to censure other creatures. As a bonus action, you can place a seal on a target you can see within 30 feet. You can do this a number of times equal to your Charisma modifier. When you finish a short or long rest, you regain all your seals. \\ +//Prerequisite: Pact of the Tome feature// (Hombrew to waiver this pre-requisite) \\ 
-When you or an ally hits a target you can see with any seals on it, you can consume the seals to make the attack deal an extra 2d6 necrotic damage to the target per seal consumed.1 If you are within 30 feet of the target, you regain 2 hit points for each die of damage your seals deals. +You no longer need to sleep and can’t be forced to sleep by any meansTo gain the benefits of a long rest, you can spend all 8 hours doing light activitysuch as reading a Book and keeping watch.
-A creature with seal on them is an inter- dicted creature. \\ +
-Seals evaporate if not used after 1 minute. Only the illrigger who placed the seal knows it’s there; +
-it appears to the illrigger as a glowing glyph on the creature’s forehead. If a creature with any of your seals on it dies, you can move all of its seals to another creature within range. \\ +
-When you reach 10th levelyou feel your connec- tion to your archdevil increase. Your seals deal an extra 1d6 damage. \\ +
-Your seals improve differently based on which contract you choose. These improvements are listed under “Diabolic Contract,” below.+
  
-**Hellsight** \\ +**Agonising Blast** ++[2] | //Xanatha's Guide to Everything// ++ \\ 
-When you reach 3rd level, your mastery of decep- tion makes it easy for you to recognize the use of concealing sorcery. As an action, you extend your awareness out from you. Until the end of your next turn, you know the location of creatures within 60 feet using magic to hide or disguise themselves. You can use this feature number of times equal to your Charisma modifier. When you finish a long +When you cast Eldritch Blastadd your Charisma modifier to the damage it deals on hit.
-rest, you regain your expended uses.+
  
-**Diabolic Contract** \\ +====Level 3 Class====
-When you reach 3rd level, you sign a diabolic con- tract with your archdevil who welcomes you into the Order of Desolation. You gain the Invoke Authority ability and choose either Painkiller (Dispater), Shad- owmaster (Moloch), or Architect of Ruin (Asmodeus) as your archdevil. \\ +
-Furthermore, you are a noble knight in the lists of Hell and will be accorded fine treatment and hospitality anywhere in Hell you travel, even to cities ruled by enemy archdevils. More cosmopol- itan cities in the timescape—like Alloy, the City of Brass—will also respect your noble rank.+
  
-**Invoke Authority** \\ 
-You invoke the authority granted you by your arch- devil, channelling baleful energy to fuel magical effects. Each Invoke Authority option provided by your archdevil explains how to use it. \\ 
-When you use your Invoke Authority, you choose which option to use. Once you use this feature, you must finish a long rest to use it again. 
  
-**Tenets of Ruin** \\ 
-Hell’s Architects swear an oath to Asmodeus when they join the Order of Desolation. The oath commits them to destroy Asmodeus’ enemies by causing fear and sowing distrust. 
- 
-   ***The Battlefield of the Mind** \\ By the time my armies meet yours, you will be filled with terror and doubt your own strength. I won’t have to lift a finger to defeat you. 
-  ***The Proper Secret** \\ Once I know your secrets, I know what you fear. 
-  ***Knowledge Is Power** \\ Lore is as powerful as steel. I will learn every detail about my enemy so that, when I strike, I will know their every move. They will be checkmated before the game even begins. 
-   ***Perception Is Reality** \\ Illusion is also as powerful as steel. I will spread so many rumors about my own powers, your friends will desert you, your soldiers will quake. So what if none of it’s true? And some of it is… 
- 
-**Contract with Asmodeus** 
-Asmodeus’ fighting mages must be able to thwart an enemy’s spells as well as their plans. 
-  ***Invoke Authority:**  
-    *//Veteran of Sorcery//. As a reaction to failing a saving throw against a spell, you can choose to succeed instead. 
-    *//Spellbreaker// You call on Asmodeus’ authority to protect you from enemy magic. Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, you are unaffected. On a 6, your are unaffected and the effect is reflected back at the caster as though it originated from you, turning the caster into the target. 
- 
-**Flash of Brimstone** \\ 
-As a reaction to placing a seal on a target, you can teleport to an unoccupied space that you can see adjacent to the target. 
- 
-**Bonus Proficiencies** \\ 
-When you choose Moloch as your archdevil, you gain proficiency with Stealth, Acrobatics, and thieves’ tools. 
- 
-**Dagger Adept** \\ 
-Your training makes you skilled with certain light weapons. While two-weapon fighting with daggers and/or sickles, you can add your ability modifier to the damage of the second attack, and you can draw or stow two daggers or sickles when you would nor- mally be able to draw or stow only one. 
-At 5th level, your daggers and sickles do 1d6 damage. At 11th level, your daggers and sickles do 1d8 damage. At 17th level, your daggers and sickles do 1d10 damage. 
  
 ====Level 4 Class==== ====Level 4 Class====
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 ====Level 5 Class==== ====Level 5 Class====
  
-**Extra Attack** \\ +
-Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.+
  
 ====Level 6 Class==== ====Level 6 Class====
  
-**Interdict Improvements** \\ +**Elemental Gift** \\ 
-As your shadowmaster levels upMoloch’interdiction carries more power.+At 6th levelyou begin to take on characteristics of your patron'kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
  
-**Marked for Death** \\ +In additionas bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hoverYou can use this bonus action number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
-At 6th levelyour connection to Moloch’s power deepens. If you hit an inter- dicted creature with melee attack, you can mark them for death. The target has disadvantage on attack rolls that do not include you until the end of its next turnWhile that creature is interdicted, it must make Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) whenever it tries to leave your reach. \\ +
-On a failure, its speed instead becomes 0 until the start of its next turn. These effects last until it is no longer interdicted, you leave its reach, or it leaves your reach.+
  
 ====Level 7 Class==== ====Level 7 Class====
  
-**By the Throat** \\ +
-Starting at 7th level, you can, as an action, place a seal on an enemy within 30 feet. If they are Large or smaller, they must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be grappled (escape DC 15), and the target is restrained until the grapple ends.+
  
 ====Level 8 Class==== ====Level 8 Class====
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 ====Level 9 Class==== ====Level 9 Class====
  
-**Telekinetic Seal** \\ +
-Starting at 9th level, you can, as a reaction to an enemy moving into a space adjacent to you, place a seal on them. If you do, they must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If they fail, they are thrown back 30 feet and knocked prone.+
 ====Level 10 Class==== ====Level 10 Class====
  
 +**Sanctuary Vessel** \\
 +At 10th level, when you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
 +
 +As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.
 +
 +In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.
  
 ====Level 11 Class==== ====Level 11 Class====
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 ====Level 13 Class==== ====Level 13 Class====
  
-**Evasion** \\ +
-Starting at 13th level, when you are prompted to make a Dexterity saving throw to take only half damage from an effect, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.+
  
 ====Level 14 Class==== ====Level 14 Class====
  
-**Aura of Despair** \\ +**Limited Wish** \\ 
-Beginning at 14th level, you radiate magi- cal aura of evilWhenever a hostile creature within 15 feet of you makes an attack roll \\ +At 14th level, you entreat your patron to grant you small wishAs an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components: the spell simply takes effect as part of this action. 
-or a saving throwit must roll a d4 and sub- tract the number rolled from the result.+ 
 +Once you use this feature, you can't use it again until you finish 1d4 long rests.
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